Messages - motorsep

I watched the IGN 7 minutes of Doom Eternal gameplay. Is it just me or did they make it more like Doom vs the previous one? Hot damn, I'm happy just watching it. The imps look like they have more spikes on their back, the dudes with the red eyes reminds me of the shotgunners, pinkies look more pinky-ish. I like the new finishing kills I've seen in the video.Overall, I am excited. It seems they kept what was right with the previous one & added more stuff to this one. Hopefully the fixed the MP to be more Doom like too.

Yep, they even said they brought back classics from Doom

MP is now done internally at ID, so maybe something good will come out of it.

Supposedly will only run on Vulkan on PC and no mods/SnapMap initially for neither of the game due to lack of traction with SnapMap in Doom 2016 (not whole a lot of people used it). At this era I think I am quite fine with having no mods, considering even Quake 1 gets only a small amount of decent maps and mods (I don't even remember any new worthy mods from the past few years, except Arcane Dimensions). As long as ID keeps single player content coming, I think it will be all good

I am certain it will be scalable. If you look at the teaser, there isn't anything over the top. Maybe just draw distances. I bet they gutted old code, tightened it up and maybe made it moddable ? Maybe added VR-optimized render path?

I only hope that they'll make at least Tech 5 GPL, but I guess that ZeniMax is still blocking them on this front.

They did, partially. Doom 3 BFG engine is idTech 4 and idTech 5 fused together. Virtual Textures 2 and some other not too important pieces didn't make it into GPL release, but the main stuff is available under GPL. Too bad not whole a lot of people care to push it forward.

Btw, there are a few rendering fixes in Storm Engine 2 that would probably benefit Doom 3 BFG.

When running mods, particle bounds are ignored and as soon as particle emitter origin is outside of the view, whole particle system gets culled, which is wrong. SE2 has a fix for that.

Another one is more of an improvement - oblique frustum clipping. That makes reflections/refractions in the water render correctly. There is also a fix for heat haze shader that fixes (somewhat) boundary between heat haze plane and geometry it intersects (minimizing distortion of the water plane intersection with pool wall or river shore, for example). If you port it, you might want to cvar it as I have no idea if it will affect performance in VR.

Another goodie to mention (already in the RBDoom 3 BFG) is progress bar indicator - when you load mod first time, it will build all the assets and in vanilla Doom 3 BFG you'd just wait for who knows how long. SE2 has progress bars that show each asset building progress.

And the last one is cmd to render cubemaps (envshot) - useful for modders who want to make reflection "probes" for the environment.